You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius, dim light for an additional 20 feet, and smells faintly like your choice of apple pie, peppermint, pine needles, or holly. The light can be colored, or change color as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
You hurl a searing sparks and smoke at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Fire safety tip: Don't cast this spell under the influence of eggnog unless you want to burn down your house.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You create a mug of strong eggnog in the space of a creature within range. Make a ranged spell attack against the creature to assail it with rich flavour and an alcoholic punch. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, they feel tipsy and a bit ill, but also want more.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. Skeletons really can't handle the 'nog.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
This spell repairs a single break or tear in an object you touch, such as broken train, two halves of a baton, a torn doll, or a leaking flask (for dad, of course). As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
For the duration, you sense the presence of magic and other tomfoolery within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.
You send a colorful bauble flying toward a creature that you can see within range. You choose the color of the ornament. Orange(acid), Blue (cold), Red (fire), Cyan (lightning), Green (poison), Purple (thunder) or White (surprise me!)
Make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of a type based on the color you chose.
At Higher Levels: When you cast this spell using a spell slot of or higher, the damage increases by 1d8 for each slot level above 1st.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
For the duration, you can read the thoughts of certain creatures, and whether or not they've been good. When you cast the spell and as your action on each turn, choose one creature that you can see within range, and read their mind. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. PHB 231 for more, that shit won't all fit on one card.
Keeping the List up to date is hard work for one, but easier for four. Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions. You can use your action to dismiss the illusory duplicates.
When you're targeted with an attack during the spell's duration, roll a d20.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two, 8 or higher. With one, 11 or higher.
A duplicate's AC is 10 + your Dex modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it and ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Choose one creature you can see. The target must pass a Wisdom saving throw or take 3d8 psychic damage for its bad behavior. It takes half as much on a success. On a failed save, you also always know the target's location, but only while the two of you are on the same plane. The target can't become hidden from you, and if it's invisible, it gains no benefits from this condition against you, and you immediately know when it's done something naughty.
Higher levels: The damage increases by 1d8 for each slot level above 2nd.
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
With a thunderous pop, you teleport yourself to an empty space you can see. Each creature within 10 feet of the space you left makes a Constitution save, taking 3d10 thunder damage on a failure, or half damage on a success. The pop can be heard up to 300 feet away.
You can bring along objects, and a friend of your size or smaller. They must be within 5 feet of you when you cast this spell and there must be an available space within 5 feet of your destination. Otherwise, you ditch them. Harsh, bro.
At Higher Levels: The damage increases by 1d10 for each slot level above 3rd.
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration, suffering the following:
Move speed halved, -2 penalty to AC and Dex saves, and it can’t use reactions. Additionally, on its turn, it can use either an action or a bonus action, not both, and can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell, or the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
Six tiny glowing coals orbit around you for the spell's duration. When you cast the spell, and as a bonus action on subsequent turns, you can hurl up to two of the coals to points you choose within 120 feet. It explodes if it reaches the point or hits a solid surface. Each creature within 5 feet of the explosion must make a Dexterity save. The explosion deals 2d6 fire damage on a failure, or half damage on a success.
At Higher Levels: The number of coals created increases by two for each slot level above 3rd.
You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished to The Plane of Elemental Bad a demiplane filled with shrieking bratty children of the worst sort. While there, the target is incapacitated, and probably wishes for death. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
You cause each creature in a 20-foot-radius sphere to make an Intelligence save. A creature with an Intelligence score of 2 or lower is immune. A target takes 8d6 psychic damage on a failed save as it relives all the times this year it misbehaved, or half as much on a success.
On a failed save, for one minute it rolls a d6 and subtracts the number from all its attacks, ability checks, and concentration saves as it dwells on it's misdeeds. It can repeat the save at the end of its turns.
A storm of rock-hard polar ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
A blast of frigid arctic air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Toys come to life at your command! Suck it, Fantasia! Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one).
You deliver harsh judgement to nearby naughty targets. Choose up to five creatures you can see within range. Make a melee spell attack against each one. On hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the creatures you chose. Maybe next year they'll behave, assuming they survive.